[Bf-blender-cvs] [d9c48d94e41] blender-v3.3-release: Fix: Potential name clash when adding rest position attribute
Hans Goudey
noreply at git.blender.org
Tue Aug 30 22:39:05 CEST 2022
Commit: d9c48d94e41ba9f8d6b91043142af17a76b7345c
Author: Hans Goudey
Date: Tue Aug 30 15:38:38 2022 -0500
Branches: blender-v3.3-release
https://developer.blender.org/rBd9c48d94e41ba9f8d6b91043142af17a76b7345c
Fix: Potential name clash when adding rest position attribute
If a "rest_position" attribute already existed, potentiall with another
type, the next name "rest_position.001" would be used, which might
even conflict with a name on another domain. Use the C++ attribute
API instead, which has more standard/predictable behavior.
===================================================================
M source/blender/blenkernel/intern/DerivedMesh.cc
===================================================================
diff --git a/source/blender/blenkernel/intern/DerivedMesh.cc b/source/blender/blenkernel/intern/DerivedMesh.cc
index a29d8726f21..7ef676b3b71 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.cc
+++ b/source/blender/blenkernel/intern/DerivedMesh.cc
@@ -741,6 +741,7 @@ static void mesh_calc_modifiers(struct Depsgraph *depsgraph,
Mesh **r_final,
GeometrySet **r_geometry_set)
{
+ using namespace blender::bke;
/* Input and final mesh. Final mesh is only created the moment the first
* constructive modifier is executed, or a deform modifier needs normals
* or certain data layers. */
@@ -824,18 +825,13 @@ static void mesh_calc_modifiers(struct Depsgraph *depsgraph,
mesh_final = BKE_mesh_copy_for_eval(mesh_input, true);
ASSERT_IS_VALID_MESH(mesh_final);
}
- float3 *rest_positions = static_cast<float3 *>(CustomData_add_layer_named(&mesh_final->vdata,
- CD_PROP_FLOAT3,
- CD_DEFAULT,
- nullptr,
- mesh_final->totvert,
- "rest_position"));
- blender::threading::parallel_for(
- IndexRange(mesh_final->totvert), 1024, [&](const IndexRange range) {
- for (const int i : range) {
- rest_positions[i] = mesh_final->mvert[i].co;
- }
- });
+ MutableAttributeAccessor attributes = mesh_attributes_for_write(*mesh_final);
+ SpanAttributeWriter<float3> rest_positions =
+ attributes.lookup_or_add_for_write_only_span<float3>("rest_position", ATTR_DOMAIN_POINT);
+ if (rest_positions) {
+ attributes.lookup<float3>("position").materialize(rest_positions.span);
+ rest_positions.finish();
+ }
}
/* Apply all leading deform modifiers. */
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